Normal order: R > Q > E > W.
N/A
elementy / Procent zwycięstw / Popularność
N/A
26.9N/A
- Cena łączna
- 1,100
- Cena
- 300
+25% Attack Speed +45 Move Speed
- Cena łączna
- 3,200
- Cena
- 725
+40 Attack Damage +25% Attack Speed 10% Life Steal Mist's Edge Attacks deal a percentage of enemy's current Health as bonus physical damage On-Hit. Clawing Shadows Attacking a champion 3 times Slows them by 30% for 1 second.
- Cena łączna
- 3,000
- Cena
- 825
+55 Attack Damage +25% Critical Strike Chance Lifeline Taking damage that would reduce your Health below 30% grants a Shield for 3 seconds.
- Cena łączna
- 1,100
- Cena
- 300
+25% Attack Speed +45 Move Speed
- Cena łączna
- 3,000
- Cena
- 325
+45 Attack Damage +40% Attack Speed +4% Move Speed Bring It Down Every third Attack deals bonus physical damage On-Hit, increased based on their missing Health.
- Cena łączna
- 3,200
- Cena
- 725
+40 Attack Damage +25% Attack Speed 10% Life Steal Mist's Edge Attacks deal a percentage of enemy's current Health as bonus physical damage On-Hit. Clawing Shadows Attacking a champion 3 times Slows them by 30% for 1 second.
- Cena łączna
- 1,100
- Cena
- 300
+25% Attack Speed +45 Move Speed
- Cena łączna
- 3,200
- Cena
- 725
+40 Attack Damage +25% Attack Speed 10% Life Steal Mist's Edge Attacks deal a percentage of enemy's current Health as bonus physical damage On-Hit. Clawing Shadows Attacking a champion 3 times Slows them by 30% for 1 second.
- Cena łączna
- 3,000
- Cena
- 325
+45 Attack Damage +40% Attack Speed +4% Move Speed Bring It Down Every third Attack deals bonus physical damage On-Hit, increased based on their missing Health.
N/Aelementy
- Cena łączna
- 3,200
- Cena
- 725
+40 Attack Damage +25% Attack Speed 10% Life Steal Mist's Edge Attacks deal a percentage of enemy's current Health as bonus physical damage On-Hit. Clawing Shadows Attacking a champion 3 times Slows them by 30% for 1 second.
51.93%- Cena łączna
- 1,100
- Cena
- 300
+25% Attack Speed +45 Move Speed
51.60%- Cena łączna
- 3,000
- Cena
- 325
+45 Attack Damage +40% Attack Speed +4% Move Speed Bring It Down Every third Attack deals bonus physical damage On-Hit, increased based on their missing Health.
51.64%- Cena łączna
- 2,800
- Cena
- 550
+50% Attack Speed +45 Magic Resist 20% Tenacity Fray Attacks deal bonus magic damage On-Hit.
51.70%- Cena łączna
- 3,000
- Cena
- 825
+55 Attack Damage +25% Critical Strike Chance Lifeline Taking damage that would reduce your Health below 30% grants a Shield for 3 seconds.
51.62%- Cena łączna
- 3,500
- Cena
- 725
+75 Attack Damage +25% Critical Strike Chance 30% Critical Strike Damage
53.62%- Cena łączna
- 3,400
- Cena
- 325
+80 Attack Damage 15% Life Steal Ichorshield Convert excess healing from your Lifesteal to a Shield.
53.74%- Cena łączna
- 1,250
- Cena
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
51.17%- Cena łączna
- 3,200
- Cena
- 650
+350 Health +45 Armor +45 Magic Resist Voidborn Resilience After 5 seconds of champion combat, increase your bonus Armor and Magic Resist by 30% until end of combat.
50.06%- Cena łączna
- 2,650
- Cena
- 950
+65% Attack Speed +25% Critical Strike Chance +10% Move Speed Spectral Waltz Become Ghosted.
53.59%- Cena łączna
- 3,300
- Cena
- 275
+60 Attack Damage +50 Armor +15 Ability Haste Ignore Pain A percentage of damage taken is dealt to you over 3 seconds instead. Defy When a champion that you damaged within 3 seconds dies, cleanse Ignore Pain's remaining damage and restore Health over 2 seconds.
52.53%- Cena łączna
- 3,000
- Cena
- 625
+40 Attack Damage +45 Ability Power +30% Attack Speed +4% Move Speed Electrospark Your Energized Attacks fire chain lightning, applying On-Hit effects and dealing magic damage to nearby targets. Electroshock Basic Attacks grant extra Energized stacks.
48.51%N/A
- Cena łączna
- 1,100
- Cena
- 300
+25% Attack Speed +45 Move Speed
50.89%- Cena łączna
- 150
- Cena
- 150
Active (2 charges) Restores +100 Health over 12 seconds. Refills upon visiting the shop.
57.28%- Cena łączna
- 950
- Cena
- 950
+25 Attack Damage +150 Health 5% Life Steal
57.28%- Cena łączna
- 600
- Cena
- 100
+20% Attack Speed Bullseye Damaging a champion deals bonus magic damage. Attacks reduce this cooldown by 1 second.
52.35%N/A
- Cena łączna
- 1,100
- Cena
- 300
+25% Attack Speed +45 Move Speed
- Cena łączna
- 3,200
- Cena
- 725
+40 Attack Damage +25% Attack Speed 10% Life Steal Mist's Edge Attacks deal a percentage of enemy's current Health as bonus physical damage On-Hit. Clawing Shadows Attacking a champion 3 times Slows them by 30% for 1 second.
- Cena łączna
- 3,000
- Cena
- 825
+55 Attack Damage +25% Critical Strike Chance Lifeline Taking damage that would reduce your Health below 30% grants a Shield for 3 seconds.
- Cena łączna
- 1,100
- Cena
- 300
+25% Attack Speed +45 Move Speed
- Cena łączna
- 3,200
- Cena
- 725
+40 Attack Damage +25% Attack Speed 10% Life Steal Mist's Edge Attacks deal a percentage of enemy's current Health as bonus physical damage On-Hit. Clawing Shadows Attacking a champion 3 times Slows them by 30% for 1 second.
- Cena łączna
- 3,500
- Cena
- 725
+75 Attack Damage +25% Critical Strike Chance 30% Critical Strike Damage
- Cena łączna
- 1,100
- Cena
- 300
+25% Attack Speed +45 Move Speed
- Cena łączna
- 3,200
- Cena
- 725
+40 Attack Damage +25% Attack Speed 10% Life Steal Mist's Edge Attacks deal a percentage of enemy's current Health as bonus physical damage On-Hit. Clawing Shadows Attacking a champion 3 times Slows them by 30% for 1 second.
- Cena łączna
- 2,650
- Cena
- 950
+65% Attack Speed +25% Critical Strike Chance +10% Move Speed Spectral Waltz Become Ghosted.
N/Aelementy
N/A
- Cena łączna
- 1,100
- Cena
- 300
+25% Attack Speed +45 Move Speed
56.09%- Cena łączna
- 150
- Cena
- 150
Active (2 charges) Restores +100 Health over 12 seconds. Refills upon visiting the shop.
62.56%- Cena łączna
- 950
- Cena
- 950
+25 Attack Damage +150 Health 5% Life Steal
62.56%- Cena łączna
- 50
- Cena
- 50
Consume Restores +120 Health over 15 seconds.
63.87%- Cena łączna
- 1,100
- Cena
- 300
+25% Attack Speed +45 Move Speed
63.87%N/A
- Cena łączna
- 1,100
- Cena
- 300
+25% Attack Speed +45 Move Speed
- Cena łączna
- 3,200
- Cena
- 725
+40 Attack Damage +25% Attack Speed 10% Life Steal Mist's Edge Attacks deal a percentage of enemy's current Health as bonus physical damage On-Hit. Clawing Shadows Attacking a champion 3 times Slows them by 30% for 1 second.
- Cena łączna
- 3,000
- Cena
- 825
+55 Attack Damage +25% Critical Strike Chance Lifeline Taking damage that would reduce your Health below 30% grants a Shield for 3 seconds.
- Cena łączna
- 1,100
- Cena
- 300
+25% Attack Speed +45 Move Speed
- Cena łączna
- 3,200
- Cena
- 725
+40 Attack Damage +25% Attack Speed 10% Life Steal Mist's Edge Attacks deal a percentage of enemy's current Health as bonus physical damage On-Hit. Clawing Shadows Attacking a champion 3 times Slows them by 30% for 1 second.
- Cena łączna
- 3,500
- Cena
- 725
+75 Attack Damage +25% Critical Strike Chance 30% Critical Strike Damage
- Cena łączna
- 1,100
- Cena
- 300
+25% Attack Speed +45 Move Speed
- Cena łączna
- 3,000
- Cena
- 325
+45 Attack Damage +40% Attack Speed +4% Move Speed Bring It Down Every third Attack deals bonus physical damage On-Hit, increased based on their missing Health.
- Cena łączna
- 3,000
- Cena
- 825
+55 Attack Damage +25% Critical Strike Chance Lifeline Taking damage that would reduce your Health below 30% grants a Shield for 3 seconds.
N/Aelementy
- Cena łączna
- 3,500
- Cena
- 725
+75 Attack Damage +25% Critical Strike Chance 30% Critical Strike Damage
57.17%- Cena łączna
- 1,100
- Cena
- 300
+25% Attack Speed +45 Move Speed
56.91%- Cena łączna
- 3,000
- Cena
- 825
+55 Attack Damage +25% Critical Strike Chance Lifeline Taking damage that would reduce your Health below 30% grants a Shield for 3 seconds.
57.34%- Cena łączna
- 3,200
- Cena
- 725
+40 Attack Damage +25% Attack Speed 10% Life Steal Mist's Edge Attacks deal a percentage of enemy's current Health as bonus physical damage On-Hit. Clawing Shadows Attacking a champion 3 times Slows them by 30% for 1 second.
56.71%- Cena łączna
- 3,400
- Cena
- 325
+80 Attack Damage 15% Life Steal Ichorshield Convert excess healing from your Lifesteal to a Shield.
58.12%- Cena łączna
- 3,100
- Cena
- 850
+50 Attack Damage +40% Attack Speed +0% Critical Strike Chance Practice Makes Lethal On-Attack, gain Critical Strike Chance permanently up to 25%. Flurry On-Attacking an enemy champion, gain +30% Attack Speed for 6 seconds (30 second cooldown). Attacks reduce this cooldown by 1 second, increased to 2 seconds for Critical Strikes.
54.51%- Cena łączna
- 3,300
- Cena
- 275
+60 Attack Damage +50 Armor +15 Ability Haste Ignore Pain A percentage of damage taken is dealt to you over 3 seconds instead. Defy When a champion that you damaged within 3 seconds dies, cleanse Ignore Pain's remaining damage and restore Health over 2 seconds.
58.35%- Cena łączna
- 3,000
- Cena
- 325
+45 Attack Damage +40% Attack Speed +4% Move Speed Bring It Down Every third Attack deals bonus physical damage On-Hit, increased based on their missing Health.
57.45%- Cena łączna
- 3,200
- Cena
- 650
+350 Health +45 Armor +45 Magic Resist Voidborn Resilience After 5 seconds of champion combat, increase your bonus Armor and Magic Resist by 30% until end of combat.
54.57%- Cena łączna
- 1,250
- Cena
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
55.40%- Cena łączna
- 3,000
- Cena
- 150
+35 Attack Damage +30% Armor Penetration +25% Critical Strike Chance Grievous Wounds: Dealing physical damage applies 40% Wounds to enemy champions for 3 seconds.
51.81%- Cena łączna
- 2,650
- Cena
- 950
+65% Attack Speed +25% Critical Strike Chance +10% Move Speed Spectral Waltz Become Ghosted.
54.63%N/A
- Cena łączna
- 1,100
- Cena
- 300
+25% Attack Speed +45 Move Speed
56.74%- Cena łączna
- 150
- Cena
- 150
Active (2 charges) Restores +100 Health over 12 seconds. Refills upon visiting the shop.
60.18%- Cena łączna
- 950
- Cena
- 950
+25 Attack Damage +150 Health 5% Life Steal
60.18%- Cena łączna
- 50
- Cena
- 50
Consume Restores +120 Health over 15 seconds.
58.59%- Cena łączna
- 1,100
- Cena
- 300
+25% Attack Speed +45 Move Speed
58.59%N/A
- Cena łączna
- 1,100
- Cena
- 300
+25% Attack Speed +45 Move Speed
- Cena łączna
- 3,200
- Cena
- 725
+40 Attack Damage +25% Attack Speed 10% Life Steal Mist's Edge Attacks deal a percentage of enemy's current Health as bonus physical damage On-Hit. Clawing Shadows Attacking a champion 3 times Slows them by 30% for 1 second.
- Cena łączna
- 3,000
- Cena
- 825
+55 Attack Damage +25% Critical Strike Chance Lifeline Taking damage that would reduce your Health below 30% grants a Shield for 3 seconds.
- Cena łączna
- 1,100
- Cena
- 300
+25% Attack Speed +45 Move Speed
- Cena łączna
- 3,200
- Cena
- 725
+40 Attack Damage +25% Attack Speed 10% Life Steal Mist's Edge Attacks deal a percentage of enemy's current Health as bonus physical damage On-Hit. Clawing Shadows Attacking a champion 3 times Slows them by 30% for 1 second.
- Cena łączna
- 3,500
- Cena
- 725
+75 Attack Damage +25% Critical Strike Chance 30% Critical Strike Damage
- Cena łączna
- 3,200
- Cena
- 725
+40 Attack Damage +25% Attack Speed 10% Life Steal Mist's Edge Attacks deal a percentage of enemy's current Health as bonus physical damage On-Hit. Clawing Shadows Attacking a champion 3 times Slows them by 30% for 1 second.
- Cena łączna
- 1,100
- Cena
- 300
+25% Attack Speed +45 Move Speed
- Cena łączna
- 3,000
- Cena
- 825
+55 Attack Damage +25% Critical Strike Chance Lifeline Taking damage that would reduce your Health below 30% grants a Shield for 3 seconds.
N/Aelementy
- Cena łączna
- 3,200
- Cena
- 725
+40 Attack Damage +25% Attack Speed 10% Life Steal Mist's Edge Attacks deal a percentage of enemy's current Health as bonus physical damage On-Hit. Clawing Shadows Attacking a champion 3 times Slows them by 30% for 1 second.
51.90%- Cena łączna
- 1,100
- Cena
- 300
+25% Attack Speed +45 Move Speed
50.60%- Cena łączna
- 3,000
- Cena
- 825
+55 Attack Damage +25% Critical Strike Chance Lifeline Taking damage that would reduce your Health below 30% grants a Shield for 3 seconds.
52.91%- Cena łączna
- 3,500
- Cena
- 725
+75 Attack Damage +25% Critical Strike Chance 30% Critical Strike Damage
50.53%- Cena łączna
- 3,400
- Cena
- 325
+80 Attack Damage 15% Life Steal Ichorshield Convert excess healing from your Lifesteal to a Shield.
51.42%- Cena łączna
- 3,000
- Cena
- 625
+40 Attack Damage +45 Ability Power +30% Attack Speed +4% Move Speed Electrospark Your Energized Attacks fire chain lightning, applying On-Hit effects and dealing magic damage to nearby targets. Electroshock Basic Attacks grant extra Energized stacks.
49.44%- Cena łączna
- 1,250
- Cena
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
54.34%- Cena łączna
- 3,200
- Cena
- 650
+350 Health +45 Armor +45 Magic Resist Voidborn Resilience After 5 seconds of champion combat, increase your bonus Armor and Magic Resist by 30% until end of combat.
52.51%- Cena łączna
- 3,000
- Cena
- 325
+45 Attack Damage +40% Attack Speed +4% Move Speed Bring It Down Every third Attack deals bonus physical damage On-Hit, increased based on their missing Health.
49.82%- Cena łączna
- 3,300
- Cena
- 275
+60 Attack Damage +50 Armor +15 Ability Haste Ignore Pain A percentage of damage taken is dealt to you over 3 seconds instead. Defy When a champion that you damaged within 3 seconds dies, cleanse Ignore Pain's remaining damage and restore Health over 2 seconds.
51.56%- Cena łączna
- 3,000
- Cena
- 400
+900 Health 100% Base Health Regen Colossal Consumption (0s) per target If an enemy champion is nearby for a few seconds, your next Attack against them deals 70 plus 6% of your max Health as bonus physical damage and grants 8% of the damage as max Health. Goliath For each 1000 max Health, gain 3% increased size, up to 30%.
56.35%- Cena łączna
- 2,900
- Cena
- 800
+300 Health +50 Armor +15 Ability Haste Spellblade: After using an Ability, your next Attack deals bonus physical damage On-Hit and creates a frost field for 2s that Slows.
50.43%N/A
- Cena łączna
- 1,100
- Cena
- 300
+25% Attack Speed +45 Move Speed
51.00%- Cena łączna
- 600
- Cena
- 100
+20% Attack Speed Bullseye Damaging a champion deals bonus magic damage. Attacks reduce this cooldown by 1 second.
52.19%- Cena łączna
- 150
- Cena
- 150
Active (2 charges) Restores +100 Health over 12 seconds. Refills upon visiting the shop.
56.07%- Cena łączna
- 950
- Cena
- 950
+25 Attack Damage +150 Health 5% Life Steal
56.07%Ulepszenia
Ulepszenia / Procent zwycięstw
| Nazwa | Rzadkość | Tier | Pick rate | Gry | |
|---|---|---|---|---|---|
Wybierz Double Tap, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T1 | 57.85% | 6.78% | 1,402 |
Wybierz Critical Healing, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T1 | 57.62% | 8.41% | 1,739 |
Wybierz Upgrade Infinity Edge, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T1 | 56.62% | 8.15% | 1,685 |
Wybierz Soul Siphon, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T1 | 56.04% | 7.97% | 1,647 |
Wybierz Mystic Punch, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T1 | 55.73% | 7.64% | 1,579 |
Wybierz Vampirism, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T1 | 54.85% | 19.25% | 3,980 |
Wybierz Outlaw's Grit, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T1 | 54.23% | 12.02% | 2,484 |
Wybierz Swift and Safe, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T1 | 54.22% | 10.13% | 2,095 |
Wybierz Transmute: Prismatic, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T1 | 53.90% | 8.01% | 1,655 |
Wybierz Demon's Dance, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T1 | 53.63% | 7.33% | 1,516 |
Wybierz Thread the Needle, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T1 | 53.49% | 6.51% | 1,346 |
Wybierz Deft, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T1 | 53.27% | 13.90% | 2,874 |
Wybierz Goredrink, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T1 | 52.74% | 12.35% | 2,552 |
Wybierz Shadow Runner, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T1 | 52.54% | 9.70% | 2,006 |
Wybierz Giant Slayer, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T1 | 52.52% | 5.47% | 1,131 |
Wybierz Get Excited, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T1 | 51.81% | 7.75% | 1,602 |
Wybierz Tap Dancer, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T1 | 51.04% | 5.59% | 1,156 |
Wybierz Final Form, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T1 | 50.85% | 5.69% | 1,176 |
Wybierz Typhoon, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T1 | 50.36% | 5.96% | 1,233 |
Wybierz Twice Thrice, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T1 | 50.30% | 8.03% | 1,660 |
Wybierz Dual Wield, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T1 | 50.00% | 5.57% | 1,152 |
Wybierz Executioner, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T1 | 49.90% | 4.99% | 1,032 |
Wybierz Firebrand, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T1 | 49.60% | 5.49% | 1,135 |
Wybierz Symphony of War, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T1 | 49.43% | 6.42% | 1,327 |
Wybierz Scopier Weapons, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T1 | 48.73% | 8.73% | 1,804 |
Wybierz It's Killing Time, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T1 | 47.86% | 4.85% | 1,003 |
Wybierz Shrink Ray, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T1 | 47.85% | 4.62% | 955 |
Wybierz Transmute: Gold, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T2 | 60.68% | 3.96% | 819 |
Wybierz Red Envelopes, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T2 | 58.37% | 2.43% | 502 |
Wybierz Stats on Stats!, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T2 | 58.17% | 3.85% | 796 |
Wybierz EscAPADe, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T2 | 57.34% | 3.59% | 743 |
Wybierz Clown College, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T2 | 57.17% | 2.94% | 607 |
Wybierz Tank It Or Leave It, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T2 | 56.82% | 3.65% | 755 |
Wybierz Transmute: Chaos, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T2 | 56.62% | 2.63% | 544 |
Wybierz Stats!, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T2 | 56.54% | 2.18% | 451 |
Wybierz Nightstalking, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T2 | 55.86% | 2.10% | 435 |
Wybierz Biggest Snowball Ever, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T2 | 55.05% | 2.01% | 416 |
Wybierz Donation, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T2 | 54.68% | 2.22% | 459 |
Wybierz Vulnerability, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T2 | 54.17% | 2.84% | 587 |
Wybierz Snowball Upgrade, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T2 | 53.25% | 2.31% | 477 |
Wybierz Gash, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T2 | 53.24% | 4.11% | 849 |
Wybierz Blunt Force, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T2 | 53.17% | 2.37% | 489 |
Wybierz Shrink Engine, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T2 | 52.86% | 3.05% | 630 |
Wybierz It's Critical, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T2 | 52.53% | 4.12% | 851 |
Wybierz Snowball Roulette, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T2 | 51.68% | 2.16% | 447 |
Wybierz Growth Spurt, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T2 | 51.14% | 2.54% | 526 |
Wybierz Slow and Steady, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T2 | 51.14% | 2.13% | 440 |
Wybierz Light 'em Up!, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T2 | 50.99% | 2.93% | 606 |
Wybierz Earthwake, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T2 | 50.77% | 3.77% | 780 |
Wybierz Fan the Hammer, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T2 | 50.46% | 2.11% | 436 |
Wybierz Nightstalking, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T2 | 50.00% | 3.87% | 800 |
Wybierz Spiritual Purification, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T2 | 49.88% | 2.07% | 427 |
Wybierz Jeweled Gauntlet, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T2 | 49.19% | 3.00% | 620 |
Wybierz Self Destruct, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T2 | 49.04% | 2.27% | 469 |
Wybierz Upgrade Collector, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T2 | 48.98% | 3.08% | 637 |
Wybierz Pinball, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T2 | 48.68% | 2.38% | 493 |
Wybierz Scoped Weapons, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T2 | 48.66% | 3.06% | 633 |
Wybierz Upgrade Hubris, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T2 | 48.62% | 4.22% | 872 |
Wybierz Blade Waltz, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T2 | 47.36% | 2.38% | 492 |
Wybierz Slap Around, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T2 | 47.21% | 2.08% | 430 |
Wybierz Quest: Steel Your Heart, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T2 | 45.70% | 2.14% | 442 |
Wybierz Scopiest Weapons, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T2 | 43.84% | 2.24% | 463 |
Wybierz Rabble Rousing, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T3 | 57.74% | 1.50% | 310 |
Wybierz Restless Restoration, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T3 | 56.57% | 1.21% | 251 |
Wybierz Stats on Stats on Stats!, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T3 | 55.48% | 1.46% | 301 |
Wybierz Cheating, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T3 | 54.37% | 1.49% | 309 |
Wybierz Escape Plan, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T3 | 54.21% | 1.32% | 273 |
Wybierz Flashy, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T3 | 53.69% | 0.98% | 203 |
Wybierz Dive Bomber, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T3 | 53.63% | 1.53% | 317 |
Wybierz King Me, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T3 | 52.51% | 1.45% | 299 |
Wybierz Celestial Body, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T3 | 52.45% | 0.99% | 204 |
Wybierz Goliath, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T3 | 52.36% | 0.92% | 191 |
Wybierz Dropkick, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T3 | 51.52% | 1.59% | 328 |
Wybierz Apex Inventor, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T3 | 51.52% | 1.12% | 231 |
Wybierz Pandora's Box, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T3 | 51.18% | 1.64% | 340 |
Wybierz Tank Engine, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T3 | 50.77% | 1.56% | 323 |
Wybierz Leg Day, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T3 | 50.18% | 1.38% | 285 |
Wybierz Ethereal Weapon, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T3 | 49.51% | 1.49% | 309 |
Wybierz The Brutalizer, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T3 | 49.30% | 1.03% | 213 |
Wybierz Wind Beneath Blade, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T3 | 49.19% | 1.20% | 248 |
Wybierz Soul Eater, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T3 | 49.01% | 1.47% | 304 |
Wybierz Kill Secured, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T3 | 48.41% | 1.68% | 347 |
Wybierz Recursion, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T3 | 47.96% | 0.95% | 196 |
Wybierz Cerberus, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T3 | 47.88% | 1.71% | 353 |
Wybierz Bread And Jam, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T3 | 47.75% | 1.07% | 222 |
Wybierz Magic Missile, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T3 | 47.54% | 1.67% | 345 |
Wybierz Holy Snowball, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T3 | 47.53% | 1.08% | 223 |
Wybierz Ultimate Unstoppable, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T3 | 46.64% | 1.30% | 268 |
Wybierz Crit Ncast, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T3 | 45.82% | 1.45% | 299 |
Wybierz Prom Queen, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T3 | 43.72% | 1.04% | 215 |
Wybierz Divine Intervention, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T3 | 43.38% | 1.46% | 302 |
Wybierz Upgrade Sword of Blossoming Dawn, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T3 | 42.93% | 0.92% | 191 |
Wybierz Dashing, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T3 | 41.74% | 1.67% | 345 |
Wybierz Protein Shake, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T4 | 62.61% | 0.56% | 115 |
Wybierz Dawnbringer's Resolve, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T4 | 58.96% | 0.84% | 173 |
Wybierz Veil of Warding, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T4 | 56.70% | 0.47% | 97 |
Wybierz Little Devil, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T4 | 56.16% | 0.35% | 73 |
Wybierz Erosion, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T4 | 54.43% | 0.38% | 79 |
Wybierz Omni Soul, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T4 | 54.19% | 0.75% | 155 |
Wybierz Perseverance, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T4 | 53.93% | 0.86% | 178 |
Wybierz Marksmage, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T4 | 53.85% | 0.69% | 143 |
Wybierz From Beginning to End, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T4 | 53.60% | 0.60% | 125 |
Wybierz Watch Out Grapefruit, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T4 | 53.10% | 0.55% | 113 |
Wybierz Quest: Urf's Champion, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T4 | 52.14% | 0.68% | 140 |
Wybierz Buff Buddies, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T4 | 51.88% | 0.64% | 133 |
Wybierz Goldrend, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T4 | 51.19% | 0.41% | 84 |
Wybierz Ultimate Awakening, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T4 | 50.51% | 0.48% | 99 |
Wybierz Poro King, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T4 | 49.67% | 0.74% | 153 |
Wybierz With Haste, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T4 | 49.40% | 0.40% | 83 |
Wybierz Speed Demon, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T4 | 49.13% | 0.84% | 173 |
Wybierz OK Boomerang, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T4 | 48.59% | 0.69% | 142 |
Wybierz Don't Blink, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T4 | 47.95% | 0.35% | 73 |
Wybierz Heavy Hitter, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T4 | 47.80% | 0.88% | 182 |
Wybierz Infernal Soul, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T4 | 47.03% | 0.89% | 185 |
Wybierz Can't Touch This, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T4 | 46.84% | 0.92% | 190 |
Wybierz Frost Wraith, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T4 | 46.49% | 0.55% | 114 |
Wybierz Repulsor, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T4 | 46.24% | 0.45% | 93 |
Wybierz Homeguard, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T4 | 46.09% | 0.56% | 115 |
Wybierz Mad Scientist, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T4 | 45.24% | 0.41% | 84 |
Wybierz Quantum Computing, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T4 | 43.27% | 0.83% | 171 |
Wybierz Hextech Soul, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T4 | 42.16% | 0.49% | 102 |
Wybierz Ultimate Revolution, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T4 | 40.51% | 0.76% | 158 |
Wybierz Infinite Recursion, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T4 | 38.60% | 0.55% | 114 |
Wybierz Back to Basics, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T5 | 58.06% | 0.30% | 62 |
Wybierz Stuck in Here With Me, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T5 | 54.29% | 0.34% | 70 |
Wybierz Droppybara, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T5 | 53.57% | 0.27% | 56 |
Wybierz Weighted Popoffs, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T5 | 50.00% | 0.33% | 68 |
Wybierz Fey Magic, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T5 | 49.30% | 0.34% | 71 |
Wybierz Poro Blaster, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T5 | 49.06% | 0.26% | 53 |
Wybierz Mountain Soul, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T5 | 47.83% | 0.33% | 69 |
Wybierz Glass Cannon, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T5 | 46.97% | 0.32% | 66 |
Wybierz Feel the Burn, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T5 | 45.71% | 0.34% | 70 |
Wybierz Upgrade Immolate, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T5 | 43.14% | 0.25% | 51 |
Yasuo Skill Combos
Extracted from the skill order guide
Max Q first, max E second, leave W for last, and take R whenever it is available.
Yasuo Counters
Counters and threats extracted from the matchup guide
Counters
5Yasuo counters these champions in ARAM: Mayhem.
Read counter detailsCountered By
6Yasuo is countered by these champions in ARAM: Mayhem.
Read counter detailsYasuo Team Comp Highlights
Partner patterns extracted from the team comp guide
Malphite
Malphite gives Yasuo the cleanest kind of setup: a hard, obvious knock-up that usually hits the targets Yasuo actually wants. Yasuo does not need to fish as hard with his own tornado when Malphite is holding engage threat.
Alistar
Alistar gives Yasuo repeatable close-range knock-up access plus a durable body that can stand in front after the engage. That matters because Yasuo often needs one extra second after Last Breath to choose whether he is finishing a carry or escaping through minions.
Wukong
Wukong gives Yasuo moving knock-up pressure that is hard to ignore. He can enter through the side of a fight, disrupt multiple enemies, and create the messy brawl Yasuo loves.
Diana
Diana pairs with Yasuo because she pulls enemies into a tight fight and can threaten the same backline targets he wants to kill. Even when she is not providing the cleanest knock-up setup by herself, she creates the clump and panic that make Yasuo’s tornado and follow-up much easier to land.
Janna
Janna gives Yasuo a different kind of value: safety, disengage, and a knock-up threat that punishes enemies for diving him or his carries. Yasuo does not always need more engage; sometimes he needs someone who stops the enemy from deleting him after he goes in.
Synergy mechanism: Malphite gives Yasuo the cleanest kind of setup: a hard, obvious knock-up that usually hits the targets Yasuo actually wants. Yasuo does not need to fish as hard with his own tornado when Malphite is holding engage threat. Combo: Let Malphite threaten from fog, brush, or behind the minion wave. When he commits onto two or more priority targets, Yasuo should instantly take the Last Breath angle, land into the center of the fight, then use Wind Wall and dashes to deny the enemy’s first counter-burst. Best scenario: This pair is strongest into squishy backlines that group behind one frontliner. If the enemy carries walk too close together, Malphite starts the fight and Yasuo turns the knock-up into a full backline collapse before they can kite backward. Enemy answer: The enemy will spread wide, hold disengage, and try to bait Malphite into hitting only a tank. Good teams also save exhaust-style peel, knockbacks, or stasis effects for the moment Yasuo lands. Failure risk: If Malphite engages too deep with no damage nearby, Yasuo arrives late and gets focused alone. If Yasuo ults a low-value tank target, the real carries get a free window to punish him after landing. Recovery: If the first engage misses, do not force a second dive immediately. Yasuo should reset behind the wave, farm safely, and wait for Malphite to threaten again. A failed Malphite engage still creates space if Yasuo uses that time to push minions and rebuild tornado pressure. 2. Alistar Synergy mechanism: Alistar gives Yasuo repeatable close-range knock-up access plus a durable body that can stand in front after the engage. That matters because Yasuo often needs one extra second after Last Breath to choose whether he is finishing a carry or escaping through minions. Combo: Alistar looks for a head-on engage or a peel counter-engage. Once enemies are knocked up, Yasuo ults the highest-value target in range, then Alistar stays on the landing zone to disrupt anyone trying to burst Yasuo on arrival. Best scenario: This is excellent into dive-heavy enemies. If assassins or bruisers jump onto your backline, Alistar can turn the engage around, and Yasuo gets a safe Last Breath on targets that have already spent mobility going in. Enemy answer: Ranged teams will try to chip Alistar down before he ever reaches a clean angle. They may also hold spacing so Alistar can only knock up one target, then punish Yasuo if he overcommits for a small catch. Failure risk: The combo becomes clunky if both players force forward at different times. Alistar can knock enemies away from Yasuo’s damage path, or Yasuo can ult before Alistar is ready to body-block the retaliation. Recovery: If the engage gets split, switch roles. Alistar peels instead of chasing, and Yasuo plays around minions for short trades rather than diving. A defensive Alistar knock-up is still a strong Yasuo trigger when the enemy is the one stepping in. 3. Wukong Synergy mechanism: Wukong gives Yasuo moving knock-up pressure that is hard to ignore. He can enter through the side of a fight, disrupt multiple enemies, and create the messy brawl Yasuo loves. Combo: Wukong starts by threatening the enemy carries or flanking through a narrow lane angle. When he knocks enemies up, Yasuo ults onto the most exposed carry, then both champions keep fighting forward while the enemy team is still trying to identify the real danger. Best scenario: This duo shines when the enemy has several mid-range champions who need to stand together to deal damage. Wukong breaks their formation, Yasuo follows, and the fight becomes too chaotic for them to kite cleanly. Enemy answer: The enemy will try to reveal or track Wukong’s approach, then disengage as soon as he commits. They may also save crowd control for Yasuo’s landing instead of wasting it on Wukong’s first entry. Failure risk: If Wukong goes in without Yasuo in range, his knock-up window is wasted. If Yasuo follows too late, Wukong may already be low and the enemy can turn the fight into a 5v4 punish. Recovery: When the first entry does not connect, Yasuo should not chase the same line blindly. Back up, let Wukong re-enter from a different angle, and use Wind Wall to protect the retreat or block the enemy’s attempt to punish the failed flank. 4. Diana Synergy mechanism: Diana pairs with Yasuo because she pulls enemies into a tight fight and can threaten the same backline targets he wants to kill. Even when she is not providing the cleanest knock-up setup by herself, she creates the clump and panic that make Yasuo’s tornado and follow-up much easier to land. Combo: Diana dives onto grouped carries or a clustered frontline, forcing defensive movement. Yasuo follows the crowd control chain from any allied knock-up available, or uses the chaos to land his own tornado before committing with Last Breath. Best scenario: This works best with a third champion who also brings a knock-up, such as a tank engager. Diana and Yasuo then become the damage layer after the first initiation, not the only way the fight starts. Enemy answer: Enemies will split formation and save displacement for Diana’s dive. If they push her away or burst her before Yasuo enters, the combo loses its center and Yasuo has to fight without a stable landing zone. Failure risk: Double melee dive can feed hard into heavy peel. If Diana and Yasuo both commit into exhausts, shields, and point-click control, they may kill nobody and leave their own backline exposed. Recovery: If the all-in is denied, Yasuo should pivot to front-to-back fighting. Let Diana absorb attention, cut off projectiles with Wind Wall, and wait for the enemy peel tools to be spent before taking the next knock-up. 5. Janna Synergy mechanism: Janna gives Yasuo a different kind of value: safety, disengage, and a knock-up threat that punishes enemies for diving him or his carries. Yasuo does not always need more engage; sometimes he needs someone who stops the enemy from deleting him after he goes in. Combo: Janna holds her tornado for enemy movement or for Yasuo’s setup window. If it connects, Yasuo can ult from a safer distance. If the enemy dives first, Janna interrupts them, shields the key target, and lets Yasuo counter-engage instead of starting from a bad angle. Best scenario: This pairing is strong when Yasuo is the main melee threat on a team with ranged carries. Janna keeps the formation alive, and Yasuo gets to choose between protecting the backline or following a clean knock-up onto overextended enemies. Enemy answer: The enemy will try to force Janna’s disengage before committing their real engage. They may poke her down, bait her tornado, then start the fight while Yasuo has no safe way in. Failure risk: If Yasuo treats Janna like a hard engage champion, he will overforce. Her setup is powerful, but it is often reactive. Chasing every tornado can pull Yasuo away from the team and into isolated crowd control. Recovery: Play slower after a missed tornado. Yasuo can farm the wave, hold Wind Wall for the next poke pattern, and wait for the enemy to step into Janna’s disengage range. Counter-engage is still a winning plan if the enemy is impatient.
Best team shape for Yasuo: one primary knock-up engager, one secondary peel or shield source, and at least one ranged damage dealer who can punish enemies while they are staring at Yasuo. If the team has only Yasuo as engage, he has to gamble. If the team gives him layered knock-ups and a safe reset path, he can play patiently, take the first real opening, and snowball the fight instead of donating himself for a highlight attempt.
Yasuo ARAM Mayhem vs ARAM
Key mode differences extracted from the ARAM comparison guide
| Focus | Normal ARAM | ARAM: Mayhem | Takeaway |
|---|---|---|---|
| Fight Tempo | Yasuo plays patient, waiting for allied knock-ups and slowly building space with Q stacks while suffering through poke. | He must contest tempo earlier and cannot wait for perfect ultimates, or his team fights four versus five without him. | Move with engage immediately instead of fishing for perfect tornadoes off-screen. |
| Wind Wall Usage | Blocks obvious key projectiles saved for predictable fight moments, often used to survive poke patterns. | More valuable but easier to waste; panic-walling the first spell can lose the real fight against chaotic damage. | Save Wind Wall for the actual punish window like burst lines or stopping crowd control. |
| Dash Discipline | Can dash through waves and back out safely since fights move slower and collapse takes longer. | Dashing deep without an exit target means getting collapsed on before help arrives due to faster fights. | Enter through minions only when you know where the next dash goes. |
| Ultimate Timing | Taking any knock-up is often fine if it starts a fight, treating R as a highlight button. | A bad Last Breath into five ready enemies can instantly throw the round due to augmented punish potential. | Ult only when your team can follow and the target is worth killing. |
| Snowball Commitment | Patches Yasuo's range problem; tag a backliner and follow when they misposition for engage. | Taking the mark into ready crowd control gets you deleted; the mark itself is pressure without needing activation. | Layer Snowball with Q or allied engage, and use it defensively to escape. |
| Build Flexibility | Can sometimes get away with greedy damage paths if the enemy lacks hard engage or teammates provide peel. | Must be honest about how fights are lost; dying on the first crowd control chain means damage does not fix the problem. | Prioritize survivability and adjust runes to solve the current fight. |
Champion Analysis
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In Hextech Mayhem (ARAM) mode, Yasuo the Unforgiven is a melee fighter-assassin with extraordinary mobility and devastating burst damage. His kit revolves around weaving through enemy lines and delivering explosive combos, making him one of the most exciting and lethal fighters in this chaotic environment. Yasuo’s passive, Way of the Wanderer, grants a shield after moving a certain distance, providing natural defensive capability that allows him to survive poke and engage more confidently. His primary damage tool is Steel Tempest, a thrust attack that builds up a tornado on every third cast; this tornado knocks up enemies and is extremely valuable in Hextech Mayhem because it creates the setup required for his ultimate. Wind Wall is his most powerful defensive ability, creating a wall of wind that blocks all projectiles—essential for negating enemy ranged attacks and abilities, which is particularly important in a mode dominated by skillshots and poke. Sweeping Blade gives Yasuo exceptional mobility by allowing him to dash through enemy units for rapid repositioning, enabling him to dance in and out of combat. His signature ultimate, Last Breath, teleports him to a knocked-up enemy champion and deals massive damage; in Hextech Mayhem, Yasuo must first land his tornado knock-up with Steel Tempest, then follow with Last Breath for devastating burst. This reliance on initiating with a tornado means positioning and timing are critical—Yasuo thrives when he can find clumped enemies or set up key picks. His high-skill-cap kit, combining the wind wall, tornado combos, and dash mobility, demands precise execution but rewards players with game-changing impact. While he shares a complex backstory as a wandering wind swordsman with deep ties to Yone and Riven, his in-game identity in Hextech Mayhem is defined by his capacity to shred through enemy teams when he can effectively chain knock-ups and burst windows. Mastering his flow between dashes, tornadoes, and ultimate timing separates an average Yasuo from a dominant force in the chaos of the Howling Abyss.
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Yasuo the Unforgiven thrives on chaos in Mayhem, but blind aggression gets you killed. You are not the primary engage tool; your job is to follow up on allies with knock-ups like Malphite, Zac, or Gragas. When they go in, immediately click Last Breath to catch the entire enemy backline. If your team lacks knock-ups, create your own opportunities by using Sweeping Blade to dash through frontliners, building Steel Tempest stacks. Once your whirlwind is ready, fire it through the minion wave; the projectile travels far in the narrow lane, often catching squishy targets off guard. Do not ult immediately if you only hit one person near their tower—save it for when your team can collapse. The single lane gives you plenty of dash targets, so never stand still; constantly weave through minions to dodge skill shots while looking for an angle to land your tornado. Space aggressively when your Wind Wall is available—step forward to bait enemy fire, then drop the wall to block burst and create a safety zone for your team. When the wall is down, play far back and use minions as shields, because enemies will time their all-in the moment it expires. Snowball is your emergency button or gap-closer when minions are dead; do not use it to engage into five people unless diving a low-HP target with your team right behind you. Instead, hold it for an enemy to waste a key crowd-control ability, then Snowball in. A classic combo is Snowballing to a target, dashing through them with Sweeping Blade, then firing a point-blank tornado to guarantee a knock-up and your ultimate, bypassing the frontline to land directly on carries—just ensure Steel Tempest is stacked first. Yasuo is effective at turning enemy aggression against them: when the enemy dives your tower, drop Wind Wall directly on them or between their frontline and backline to cut off damage support. Save your own tornado to interrupt their knock-ups. Escaping requires reading the minion wave—if you dive too deep, look for a minion behind you to dash backward through. If no minions exist, commit fully; there is no middle ground. Sometimes the best escape is to dash aggressively sideways into jungle brush or over terrain, forcing enemies to chase you away from dying teammates. Ignore tanks; your critical strikes and armor penetration are designed to shred squishies like ADCs and mages. Your ultimate grants bonus armor penetration against hit enemies, so prioritize targets that let you shred the rest of the team afterward. If the enemy carry is too safe, turn to the nearest threat but ensure your Flow shield is ready to absorb the initial burst. Getting a tornado on the backline is worth ulting even if it only hits one or two high-value targets. Many augments in Mayhem enhance damage or mobility. If you have an on-attack or on-hit augment, play for short rapid trades—dash in, auto-attack, and dash out. For cooldown-reduction augments, Wind Wall becomes spam; throw walls out constantly to block poke and force enemies to waste mana and cooldowns. If your augment boosts ultimate damage or resets, play purely for the knock-up, shifting your game plan to finding that one tornado to reset the fight. Yasuo wants to fight inside the minion wave. When the wave pushes toward the enemy tower, you have infinite dash targets—push hard by dashing through casters and using Steel Tempest to clear.
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Yasuo in ARAM: Mayhem is not a blind frontliner. He should be played like a threat that lives in the wave, waits for a knock-up angle, and turns messy fights into resets. The best games come from patience: block key poke, stack pressure with short trades, then commit when the enemy has already spent their control or when an ally gives a clean airborne target. During levels 1 through 6, the goal is to survive the poke lane and build a real engage angle. Position near the minion wave to use minions as dash anchors and as cover from skillshots, standing slightly to the side of ranged teammates to threaten quick trades without dragging spells onto them. Trade in short bursts: dash in, hit once or twice, then leave before the enemy can layer crowd control. Hold tornado pressure long enough to make the enemy back up rather than throwing it instantly every time. Treat Wind Wall as a team resource, saving it for the projectile that lets the enemy start a fight or chunk carries. Early Snowball is mainly for confirming a low-health target or following an allied engage; do not throw it just because someone is in range. The first augment should decide early posture: damage after movement calls for fast dash-in trades, durability allows a more forward pocket near the wave, and team follow-up augments encourage playing closer to allies with knock-ups. Push only when Wind Wall can protect the wave clear or when the enemy has used their best poke; if behind, stall the wave near your side and farm safely. Reaching level 6 with enough health to fight unlocks Last Breath, shifting from random trading to setup hunting. At levels 7 through 11, fight around knock-ups, not ego dashes. Play in the second line unless augment or item setup clearly allows absorbing focus. Walk up when Wind Wall is ready, threaten tornado, then back off if the enemy refuses to give an angle. Snowball becomes a fight connector: ping the angle and give your team a moment to step up before recasting, and use it defensively to create a delayed dash path. Chain the augment plan with the engage plan, letting someone else draw the opener if playing damage augments. Push after winning a trade or blocking enemy wave clear; if ahead, deny space around the next wave with held tornado pressure. If behind, look for counter-engage by standing close to carries and punishing overcommitting divers. Identify the best airborne source on the team and play around it. After level 12, pick the winning commit and finish the fight cleanly, respecting death timers and burst by starting from fog, behind minions, or slightly off-angle. Poke becomes about forcing reactions, not farming damage. Late Snowball is high risk: use it to punish a separated carry, follow a guaranteed engage, or dodge a lethal skillshot while creating a new angle. The augment build should now have a clear identity, dictating whether to enter after enemy cooldowns or fight front-to-back. Push hard after a won fight, especially if Wind Wall can block the enemy’s last clear attempt. When ahead, force the enemy to answer the wave under pressure and hold Wind Wall for their best anti-siege projectile. When behind, play for one decisive mistake by protecting carries and waiting for the enemy to over-dive. After every late fight, make a quick choice to end, take a structure, or reset the wave. Yasuo wins late by converting one clean airborne target into tempo, then using that tempo before the enemy gets another full setup.
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When Yasuo is ahead, his primary strength is controlling space rather than chasing kills. He forces the enemy team to back away, use cooldowns early, or clump for his team’s engage by threatening dashes through the minion wave and holding the middle of the lane. His Wind Wall is a key tool that blocks the enemy’s best ranged answer, but must be saved for when they commit damage—wasting it leaves him vulnerable during aggressive dashes. Yasuo should dash in short steps, keep a return route through minions, and only chase past the wave if his team is moving with him, because losing the escape path under five enemies turns a lead into a shutdown. His ultimate, Last Breath, should be used only when the target can die or the follow-up fight is clearly winning; ulting a full-health tank or multiple enemies without team follow-up lands him in the worst possible spot. Augments that improve durability, mobility, or extended combat help Yasuo survive focus and finish fights after enemy crowd control is spent, but they do not fix being separated from every dash target. The classic throw when ahead comes from chasing one more kill through the entire lane, diving blindly, or forcing engages while low on health—each gives the enemy a clean punish and a comeback opportunity. When Yasuo is behind, his role shifts entirely. He must stop trying to start fights and instead wait for minions, ally knock-ups, and enemy mistakes. He plays behind his frontline or beside his carry, uses the wave for movement without spending every dash, and holds Wind Wall for damage that changes the fight—a panic wall on low-value poke leaves the backline exposed. When behind, Yasuo should prioritize counter-engage: turning on an enemy diver who jumps onto his carry, or ulting only if it stops the enemy engage or secures a kill. He should not contest the front of the wave at low health and must avoid following overextended teammates alone. Augments that patch his specific weakness—whether durability, reach, or damage—allow him to survive longer or arrive when the target is already controlled, but they never give permission to 1v5 or start a fight from full range into five players. The enemy will hold every key spell for Yasuo, so he must bait those tools by stepping forward then backing off, letting someone else start before entering. In both ahead and behind scenarios, the same rule governs every decision: enter with a route, a reason, and follow-up, and if one of those is missing, wait.
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Yasuo the Unforgiven thrives on movement and critical-strike builds, with his defensive shield from Way of the Wanderer being the most important part of his trading pattern in ARAM: Mayhem. When the shield is ready he can absorb the first hit and keep advancing, but if it is down he becomes much easier to punish before reaching a target. The constant fighting in this mode makes the shield valuable but also vulnerable to stray poke, so Yasuo must walk with purpose and not let enemy ranged chip remove it for free before his team is ready to contest space. Shield preservation rewards weaving between minions, allies, and safe angles until he can enter with protection. His primary damage and knock-up setup comes from Steel Tempest, which in crowded Mayhem fights is most threatening when he holds the tornado until enemies clump or burn mobility. Using it instantly is easy to dodge and leaves him harmless for the next punish window, so he should aim where enemies must walk rather than where they are standing. Wind Wall can win entire exchanges when placed between his team and the enemy’s main projectile threats, but the mistake is using it on the first small spell; it should be saved for the burst combo, catch tool, or marksman’s free-fire angle. A wasted Wind Wall invites enemy poke and crowd control to fire freely, forcing Yasuo to give up lane space. Sweeping Blade provides his mobility through enemy units, and the single lane gives him many minions to work with but also makes his path predictable. Every dash should have a next step: a minion to exit through, a champion to reach, or a safe side of the fight to land on, because bad E usage that consumes exit targets too early leaves him stranded and easily collapsed on. Last Breath is his payoff for airborne champions, but in Mayhem he should not tunnel on only his own tornado; allied knock-ups often create better windows because they happen inside real fights with team follow-up. The best ults hit a priority carry or multiple enemies while his team is close enough to capitalize, and he does not need to ult every airborne champion—judging the landing zone before pressing R is critical to avoid trading his life for a low-value knock-up. Enemies can counter him by removing his shield with low-cost damage before using crowd control or burst, clearing minions to limit his dash paths, waiting out Wind Wall, and holding mobility and crowd control for his landing spot after a knock-up. If Yasuo lets random poke break his shield, the enemy can zone him off Q stacks, punish his dash entry, or force him to use Wind Wall defensively before the real fight starts. Missing tornado removes his pressure window and allows enemies to walk forward freely. The constant skirmishes demand disciplined resource management and smart timing of every ability, because Yasuo is poor when forced to all-in without his core tools available.
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Yasuo the Unforgiven is at his worst when he plays like a highlight reel before the fight is actually playable. In ARAM: Mayhem, the cramped lane and multiple damage angles mean one bad dash can put him behind the enemy frontline with no clean exit. Mechanical mistakes often start with dashing through the first available target, spending mobility on a low-value unit and landing in range of control or burst before his team can follow. Every dash should have a destination: toward a knock-up target, away from a threat, or through a unit that leaves another angle. Wind Wall is frequently wasted on the first projectile, leaving him without the tool when a fight‑deciding skillshot arrives—hold it for the projectile that enables an engage, denies ultimate setup, or would force a carry out of the fight. Tornado should not be thrown from max range without checking enemy movement or allied pressure; it is most effective when the target is constrained after using mobility, last‑hitting, or pinned near terrain. Using Last Breath on the first airborne target often puts him on a tank with full support, landing in the middle of the enemy team before dealing damage—ult only when the airborne target is worth committing to and his team can collapse. Ignoring the passive shield and walking up while it is down invites free poke that reduces survivability before a real fight. Standing still while spamming Steel Tempest into the frontline makes him easy to hit; he should weave attacks, movement, and Q casts so each cast threatens a stack, punishes a cooldown, or prepares an engage. Chasing a low‑health enemy without checking what units remain behind him can leave him with no return path, so he must identify an exit—a minion, frontline champion, or ally Snowball—before committing. Placing Wind Wall only for himself while carries are hit from another angle leaves the team without damage; angle the wall to protect the space allies need to stand in. On the decision side, forcing fights before the team has a knock‑up plan leaves him reliant on his own setup, which can be blocked or missed—track which allies can create airborne targets and position near the most likely one. Treating every enemy backliner as reachable leads to tunneling through the frontline, eating crowd control, and dying before touching the intended target; attack the closest target when the backline is protected and switch only when a real gap opens. Starting fights while the team is clearing the wave or recovering health results in a solo engage that allies cannot follow, so engage only when the team is walking forward. Building and playing as if unkillable once damage is acquired ignores enemy lockdown; respect crowd control and wait for key disables to be used or blocked before dashing into the center. Saving Last Breath forever while waiting for a perfect multi‑target ultimate wastes openings; a clean pick on a carry or fed threat often changes the fight more than a fantasy five‑man moment. Fighting inside enemy‑favored terrain or choke control without Wind Wall ready shrinks dash paths and makes skillshots harder to dodge—enter narrow spaces only when the wall can cut off the main projectile angle. Chasing after a won trade instead of helping reset the wave and position turns a health advantage into a staggered death.
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Yasuo
Is Yasuo a good pick in ARAM: Mayhem? Yes, if your team can create knockups or force grouped fights where Yasuo can enter after the first wave of crowd control. Pick him when you have allies who start fights for you, then follow their displacement with Last Breath instead of trying to be the first body in. The tradeoff is that Yasuo feels awful when your team has no setup and the enemy can save hard crowd control for your dash path. When should I go in as Yasuo? Go in after an enemy mobility spell, major stun, or defensive tool has already been used. Dash through minions or nearby champions to adjust your angle, stack your tornado safely, then commit when a knockup actually threatens a kill. If you enter early, you burn Wind Wall and Flash just to survive, and the enemy gets to punish you before your damage matters. How important are allied knockups for Yasuo? They are huge, because reliable knockups turn Yasuo from a skirmisher into a real teamfight finisher. If your Malphite, Alistar, Wukong, Gragas, or similar engage champion hits multiple targets, move instantly and use Last Breath before the enemy spreads out. The cost is dependency: when those allies miss or hold cooldowns, you need to play slower and win through poke, spacing, and short trades.
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